Difference between revisions of "Hangar (Long War)"

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<div style="float:right">{{Header (Long War)}}__TOC__</div>
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{{Facilities Data Box (Long War)
 
{{Facilities Data Box (Long War)
 
|image=Wiki-facbox_hangar.png
 
|image=Wiki-facbox_hangar.png
 
|isize=256
 
|isize=256
|effect=Main staging ground for Xcom aircraft
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|effect=Main staging ground for XCOM aircraft
 
|adjacency=None
 
|adjacency=None
 
|prerequisites=None
 
|prerequisites=None
Line 22: Line 22:
 
|}}
 
|}}
  
 +
The '''Hangar''' provides access to the management of XCOM air forces. Possible operations:
  
Located on the top left side of the Ant-Farm, this "Facilility" is the nerve center of all Aircraft operations.
+
*'''Order new Interceptors'''. Delivery time is 3 days.
 
+
*'''Distribution''' of your current ships by continent. There are 5 continents, each of which can have up to 6 ships. You can also transfer ships under repair, but those on rearmament cannot be moved. Transferring an aircraft from one continent to another takes 2 days.
Every Skyranger launch & return from missions are shown in Videos designed around the 3D rendering of the Hangar.
+
*Selecting a specific ship opens its menu, in which you can '''Re-equip''' and '''Rename''' it, see its performance characteristics and performance characteristics of available weapons. You can also '''Dismiss''' it through this menu. Remember that the installed weapon disappears.
Interceptions start with such Videos too. And if you look closely, the platforms are "embedded" into the very same sections of the Hangar as represented by the Ant-Farm.
 
 
 
Strangely though, any Firestorms would hover upwards from a circular area normally occupied by the Skyranger.
 
 
 
As soon as other purchased Interceptors and newly built Firestorms join the Long War campaign (expanded to support 6 Aircrafts per continental Hangar locations) and its armada, they're mostly all displayed and parked in individual Bays up to a maximum of four.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  
 +
Firestorms are not bought, but are built in Engineering. A new Firestorm construction will appear on the continent where your base is located, and after its construction is finished it can be transferred to another continent.
  
 
==Aircraft==
 
==Aircraft==
{{Col}}
+
[[Air_Combat_(Long_War)#Aircraft|'''Interceptor''']] - the initial "Raven" aircraft designed to shoot down alien UFO craft once spotted.  
===Interceptors===
 
'''Raven''' - the initial interceptor aircraft designed to shoot down alien UFO craft once spotted.  
 
 
* The game starts with four of these aircraft.
 
* The game starts with four of these aircraft.
** Procurement Cost: §200 (§140 with NA bonus)
+
** Procurement cost: §200 (§150 with NA bonus).
** Maintenance Cost per Month: §40 (§28 with NA bonus)
+
** Maintenance cost per month: §40 (§30 with NA bonus).
*HP = 1500 (2500 with armored interceptors upgrade)
+
*HP = 2500 (3500 with Armored Fighters upgrade).
*Armor = 5
+
*Armor = 25%.
 
 
'''Firestorm''' - Superior interceptor available to Engineering after researching Alien Propulsion.
 
* An upgraded interceptor
 
** Available after researching Alien Propulsion.
 
** Build Cost:  §750 (§525 with NA bonus), 60 Elerium, 90 Alloys, 10 Meld, 4 UFO Power Source, 8 UFO Flight Computers
 
** Maintenance Cost per Month:  §50 (§35 with NA bonus)
 
*HP = 3500 (4500 with armored interceptors upgrade)
 
*Armor = 25
 
  
{{ColBreak}}
+
[[Air_Combat_(Long_War)#Aircraft|'''Firestorm''']] - superior "Demon" aircraft available to Engineering after researching [[Research_(Long_War)#Materials_and_Aerospace|Alien Propulsion]].
 +
* Always starts on the continent with XCOM base - can then be transferred to another continent.
 +
** Available after researching [[Research (Long War)#Materials and Aerospace|Alien Propulsion]].
 +
** Build cost: §750 (§525 with NA bonus), 120 Elerium, 180 Alloys, 10 Meld, 4 UFO Power Sources, 8 UFO Flight Computers.
 +
** Maintenance cost per month: §50 (§35 with NA bonus).
 +
*HP = 4000 (5000 with Armored Fighters upgrade).
 +
*Armor = 125%.
 +
*Armor Penetration = 25%.
  
===Transport===
+
[[Air_Combat_(Long_War)#Aircraft|'''Skyranger''']] - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.   
'''Skyranger''' - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.   
 
 
* You start the game with a single Skyranger and you may not build anymore.
 
* You start the game with a single Skyranger and you may not build anymore.
** Procurement Cost: NA
+
* Starting squad size: 6. May be increased to 8 through Officer Training School upgrades.
** Maintenance Cost per Month: §20 (§14 with NA bonus)
+
** Covert Extraction missions: 4 soldiers plus covert operative.
{{EndCol}}
+
** Super Skyranger upgrade - allows additional soldiers on Alien Base Assaults (2), Exalt HQ Assault (2), and Temple Ship Assault (4).
 +
* Maintenance cost per month: §20 (§15 with NA bonus).
  
 
==Pilots==
 
==Pilots==
In Long War interceptor pilots can be given randomized names and will gain experience as the war goes on. For every ufo shot down by an interceptor its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).
+
In Long War aircraft pilots can be given randomized names and will gain experience as the war goes on. For every UFO shot down by an aircraft its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).
  
Later on, experienced pilots can be essential when taking out difficult targets such as the overseer.
+
Later on, experienced pilots can be essential when taking out difficult targets such as the Overseer.
 
 
==Hangar Storage==
 
Each continent has 6 Hangar slots for interception aircraft; transferring an aircraft from one continent to another takes 2 days, delivery time after ordering a new Interceptor is 3 days.
 
  
 
==Equipping==
 
==Equipping==
You can equip your interceptors in the [[Hangar (EU2012)|Hangar]] menu, under "View Craft".  Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free. Advanced systems must be manufactured before you can equip them. Modules do not have to be equipped.
+
Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free. They come with Avalanche Missiles already equipped. Advanced systems must be manufactured before you can equip them. It takes 7 days to change the weapons on a fighter craft; changing between the two basic missile types only takes 12 hours though. [[Air_Combat_(Long_War)#Modules|Modules]] do not have to be equipped.
  
Be aware that it is impossible to change an interceptor's weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; Make sure your craft are equipped with the correct weapons before launching an interception!
+
Be aware that it is impossible to change an [[Air_Combat_(Long_War)#Interceptor_Weapons |aircraft's weaponry]] outside of the Hangar menu, which includes choosing which craft you want to send on a mission; make sure your ships are equipped with the correct weapons before launching an interception!
  
==Interceptor Weapons==
+
==Ship Weapons==
It takes 7 days to change the weapons on an interceptor craft; changing between the two missile types only takes 12 hours though. They can be equipped with the following weapons:
+
===Avalanche Missiles===
*'''Avalanche Missiles'''
+
A crash program and a couple of lucky experiments led to the Avalanche Missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestrial guided missile technology.  
**A crash progam and a couple of lucky experiments led to the Avalanche missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestial guided missile technology.  
+
*All aircraft start equipped with these missiles.  
***All interceptors start equipped with these missiles.  
+
*Slow firing, long range missiles with medium damage and no armor penetration.
***Slow firing, long range missiles with medium damage and low armor penetration.
+
*Avalanche Missiles are free of cost and available without research or manufacturing.
***Avalanche Missiles are free of cost and available without research or manufacturing.
 
  
*'''Stingray Missiles'''
+
===Stingray Missiles===
**Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets.  
+
Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets.  
***Slow firing, long range missiles with low damage but medium armor penetration.
+
*Slow firing, long range missiles with low damage but medium armor penetration.
***Stingray Missiles are free of cost and available without research or manufacturing.
+
*Stingray Missiles are free of cost and available without research or manufacturing.
  
*'''Phoenix Cannon'''
+
===Phoenix Cannon===
**Rapid fire magnetic cannon designed to shred fast moving targets.
+
Rapid fire magnetic cannon designed to shred fast moving targets.
***Rapid firing, long range, low damage and low armor penetration.
+
*Rapid firing, short range, low damage and low armor penetration.
***Available to build after completing Alien Materials research.
+
*Available to build after completing [[Research_(Long_War)#Materials_and_Aerospace|Alien Materials]] research.
***Receives a significant upgrade after completing the Quenchguns Foundry Project.
+
*Receives a significant upgrade after completing the [[Foundry_(Long_War)#Aerospace_Improvements|Phoenix Coilguns]] Foundry Project.
  
*'''Laser Cannon'''
+
===Laser Cannon===
**Frame mounted laser cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.
+
Frame mounted Laser Cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.
***Medium fire rate, long range with medium damage and low armor penetration.
+
*Medium fire rate, short range, medium damage and low armor penetration.
***Available to build after completing Advanced Beam Weapons research.
+
*Available to build after completing [[Research_(Long_War)#Laser_and_Gauss_Weapons|Advanced Beam Weapons]] research.
***Receives a significant upgrade after completing the Supercapacitors foundry project.
+
*Receives a significant upgrade after completing the [[Foundry_(Long_War)#Aerospace_Improvements|Supercapacitors]] Foundry project.
  
*'''Plasma Cannon'''
+
===Plasma Cannon===
**The Plasma projectile's extreme heat can melt almost anything. Lack of onboard guidance and unpredictable reactions to the atmosphere causes some inaccuracy.
+
The plasma projectile's extreme heat can melt almost anything. Lack of on-board guidance and unpredictable reactions to the atmosphere causes some inaccuracy.
***Available to build after completing Vehicular Plasma Weapons research.
+
*Medium fire rate, long range, high damage and high armor penetration.
 +
*Available to build after completing [[Research_(Long_War)#Plasma_Weapons|Vehicular Plasma Weapons]] research.
 +
*Requires 1 Alien Rifle.
  
*'''EMP Cannon'''
+
===EMP Cannon===
**The EMP cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.
+
The EMP Cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.
***Available to build after completing EMP Weapons research.
+
*Rapid firing, short range, medium damage and very high armor penetration.
 +
*Available to build after completing [[Research_(Long_War)#Laser_and_Gauss_Weapons|EMP Weapons]] research.
 +
*Requires 1 Sectopod Wreck.
  
*'''Fusion Lance'''
+
===Fusion Lance===
**The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.
+
The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.
***Can only be loaded on a Firestorm Interceptor.
+
*Can only be loaded on a Firestorm.
***Available to build after completing Fusion Weapons research.
+
*Medium fire rate, long range, extreme damage and high armor penetration.
 +
*Available to build after completing [[Research_(Long_War)#Plasma_Weapons|Fusion Weapons]] research.
 +
*Requires 1 Fusion Core.
  
 
==Modules==
 
==Modules==
You can also build one-time use modules to use during interceptions to boost your craft's abilities:
+
You can also build one-time use [[Air_Combat_(Long_War)#Modules|modules]] to use during interceptions to boost your craft's abilities:
*'''Defense Matrix (Dodge)'''
 
**One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.
 
**Avoid next two hits from enemy ship's fire.
 
**Can be activated at Balanced and Defensive Stance.
 
**Available to Engineering after researching Cyberdisc Autopsy and Xenogenetics and finishing the Aircraft Boosters project in the Foundry.
 
*'''UFO Tracking (Boost)'''
 
**One time use when interceptors are in combat with UFOs.
 
**Provides a temporary boost to interceptor's speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking UFOs. 
 
**Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.
 
*'''Uplink Targeting (Aim)'''
 
**One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to its accuracy.
 
**Next two shots against enemy ship always hit.
 
**Can be activated at Balanced and Aggresive Stance.
 
**Available to Engineering after researcing Floater Autopsy and completing the Aircraft Boosters project in the Foundry.
 
  
==Permanent Aircraft Boosts==
+
===Defense Matrix (Dodge)===
There are a number of permanent boosts to defence, offence, repair time etc available as Foundry projects once the appropriate research has been done:
+
*2 Cyberdisc Wrecks required
 +
*One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.
 +
*Avoid next two hits from enemy UFO's fire.
 +
*Can be activated at Balanced and Defensive stance.
 +
*Available to Engineering after researching [[Research_(Long_War)#Alien_Autopsies|Cyberdisc Autopsy]] and finishing the [[Foundry_(Long_War)#Aerospace_Improvements|Aircraft Boosters]] project in the Foundry.
  
*'''UFO tracking'''
+
===UFO Tracking (Boost)===
**Improved Interceptor detection and tracking UFOs. Detects suborbital UFO:s regardless of Satellite coverage (8% chance of an interceptor detection without a satellite versus 4%). Reveals info about UFO on anti-satellite missions.
+
*2 Drone Wrecks required
**Available as a Foundry project once Alien Power Systems has been researched.
+
*One time use when interceptors are in combat with UFOs.  
**Aerospace research credits apply, reducing research time by 25%.  
+
*Provides a temporary boost to interceptor's speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking out UFOs.
*'''UFO countermeasures'''
+
*Available to Engineering after researching [[Research_(Long_War)#Materials_and_Aerospace|Alien Materials]] and completing the [[Foundry_(Long_War)#Aerospace_Improvements|Aircraft Boosters]] project in the Foundry.
**Increased dodge (+15%)
 
**Available as a Foundry project once Seeker Autopsy has been researched.
 
*'''UFO analysis'''
 
**Research of each of the UFO types gives a damage boost when fighting that type again.
 
**Available once Alien Materials has been researched.
 
*'''Armored Fighter'''
 
**Increased armor.
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
**Aerospace and Armor research credits apply, reducing research time by 25% each.
 
*'''Wingtip Sparrowhawks'''
 
**Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
**Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.
 
*'''Penetrator Weapons'''
 
**Increased weapon penetration.
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
**Aerospace research credits apply, reducing research time by 25%.
 
*'''Improved Avionics'''
 
**Increases Aim
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
*'''Advanced Repair'''
 
**Faster repairs.
 
**Available as a Foundry project once Heavy Floater Autopsy has been researched.
 
*'''Super Skyranger'''
 
**Available as a Foundry project once Advanced Aerospace Concept has been researched.
 
** Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.
 
  
==Tables==
+
===Uplink Targeting (Aim)===
 +
*3 Floater Corpses required
 +
*One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to their accuracy.
 +
*Next two shots against enemy ship always hit.
 +
*Can be activated at Balanced and Aggressive stance.
 +
*Available to Engineering after researching [[Research_(Long_War)#Alien_Autopsies|Floater Autopsy]] and completing the [[Foundry_(Long_War)#Aerospace_Improvements|Aircraft Boosters]] project in the Foundry.
  
===Aircraft===
+
==Permanent Aircraft Boosts==
{| class="wikitable" width="100%"
+
There are a number of permanent boosts to defense, offense, repair time etc available as [[Foundry_(Long_War)#Aerospace_Improvements|Foundry projects]] once the appropriate research has been done:
|-align="center"
 
! rowspan="2" width="10%" | Item
 
! rowspan="2" width="40%" | Description
 
! rowspan="2" width="5%" | Hit Points
 
! rowspan="2" width="4%" | Armor
 
! rowspan="2" width="4%" | Armor Penetration
 
! rowspan="2" width="5%" | Maintenance
 
!! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align="center"
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align="center"
 
| [[Image: Inv Interceptor.png|center|128x64px]]'''Raven''' ||  Heavily modified and augmented fast attack fighter. Armor and frame durability will be a major issue when engaging any but the smallest UFOs. || 1500 || 5 || 0 || §40 || N/A || None || 200 || 0 ||  0 ||  0 || 0 || N/A
 
|-align="center"
 
|  [[Image: Inv Firestorm.png|center|128x64px]]'''Firestorm''' ||  Alien alloy-based airframe and adapted energy shielding let the Firestorm absorb dramatically more punishment than its predecessor. With upgraded armament can engage even the most dangerous enemy craft. || 3500 || 25 || 5 || §50 || 75 || Alien Propulsion || 750 || 180 || 120 || 10 || 28 || 8x UFO Flight Computer, <br />4x UFO Power Source 
 
|}
 
 
 
===Interceptor Weapons===
 
(Version Long War Beta 15d2)
 
{| class="wikitable" width="100%"
 
|- align="center"
 
! rowspan="2" width="10%" | Item
 
!! rowspan="2" width="10%" | Hit Chance
 
!! rowspan="2" width="10%" | Range
 
!! rowspan="2" width="10%" | Fire Rate
 
!! rowspan="2" width="10%" | Damage
 
!! rowspan="2" width="10%" | Armor Pen.
 
!! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align="center"
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
 
 
|- align="center"
 
| [[Image: Avalanche Missiles Long War.png|center|128x64px]]'''Avalanche Missiles''' || 25/40/55% || Long || Slow (2.0) ||  Medium (340) ||  Low (0) || - || - || colspan="6" | -
 
|-align="center"
 
| [[Image: Stingray Missiles Long War.png|center|128x64px]]'''Stingray Missiles'''  || 25/40/55% || Long || Slow (1.5) ||  Low (200) || Medium (10) || - || - || colspan="6" | -
 
|-align="center"
 
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]'''Phoenix Cannon''' || 25/40/55% || Long || Rapid (0.75) ||  Low (140) ||  Low (5) || 15 || Alien Materials || 120 || 12 || 0 || 0 || 10 || -
 
|-align="center"
 
|  [[Image: Laser Cannon Long War.png|center|128x64px]]'''Laser Cannon'''  || 40/55/70% || Long || Medium (1.0) ||  Medium (290)  ||  Low (5) || 25 || Advanced Beam Lasers ||  160 || 30 || 0 || 0 || 10 || -
 
|-align="center"
 
|  [[Image: Phoenix Coilgun Long War.png|center|128x64px]]'''Phoenix Coilgun''' || 25/40/55% || Long || Rapid (0.75) ||  Medium (230) ||  High (18) || 15 || Quenchguns (FP) completed || 120 || 12 || 0 || 0 || 10 || -
 
|-align="center"
 
|  [[Image: Laser Cannon Long War.png|center|128x64px]]'''Supercapacitor Laser'''  || 40/55/70% || Long || Rapid (0.75) ||  Medium (300)  ||  Medium (11) || 25 || Supercapacitors (FP) completed ||  160 || 30 || 0 || 0 || 10 || -
 
|-align="center"
 
|  [[Image: Plasma Cannon Long War.png|center|128x64px]]'''Plasma Cannon''' || 25/40/55% || Long || Medium (1.0) ||  High (650) ||  High (22) || 95 || Vehicular Plasma Weapons || 500 || 50 || 60 || 3 || 14 || 1x Alien Rifle 
 
|-align="center"
 
| [[Image: EMP Cannon Long War.png|center|128x64px]]'''EMP Cannon''' || 15/30/45% || Long || Rapid (0.55) ||  Medium (310) ||  High (30) || 100 || EMP Weapons ||  575 || 60 || 160 || 0 || 20 || 1x Sectopod Wreck 
 
|-align="center"
 
| [[Image: Fusion Lance Long War.png|center|128x64px]]'''Fusion Lance''' || 15/30/45% || Long || Medium (1.25) ||  High (1200) ||  High (26) || 120 || Fusion Weapons || 800 || 70 || 120 || 20 || 25 || 1x Fusion Core 
 
|}
 
 
 
===Modules===
 
{| class="wikitable" width="100%"
 
|-align="center"
 
! rowspan="2" width="10%" | Item*
 
! rowspan="2" width="50%" | Effect
 
!! colspan="2" | Prerequisites !! colspan="6" | Cost
 
|-align="center"
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
|-align="center"
 
| [[Image: Defense Matrix Long War.png|center|128x64px]]'''Defense Matrix (Dodge)''' ||  First two enemy shots always miss. || 50 || Cyberdisc Autopsy || 25 || 0 || 2 || 1 || 5 || 2x Cyberdisc Wreck
 
|-align="center"
 
|  [[Image: UFO Tracking Long War.png|center|128x64px]]'''UFO Tracking (Boost)''' ||  Increased combat time when in combat with a UFO. || 12 || Alien Materials || 15 || 0 || 1 || 1 || 5 || 2x Drone Wreck
 
|-align="center"
 
|  [[Image: Uplink Targeting Long War.png|center|128x64px]]'''Uplink Targeting (Aim)''' ||  First two shots always hit. || 35 || Floater Autopsy || 20 || 1 ||  1 ||  1 || 5 || 3x Floater Corpse
 
|}
 
 
 
* All three require the '''Aircraft Boosters''' foundry project to be completed.
 
 
 
===Permanent Upgrades (Foundry Projects)===
 
(Version Long War Beta 15d2)
 
{| class="wikitable" width="100%"
 
|-
 
!rowspan="2" | Name !! rowspan="2" width=" 25%"| Effects !! colspan="2" | Prerequisites !! colspan="7" | Cost
 
|-align="center"
 
| {{Engineers Icon}} || {{Research Icon}} || {{Credits Icon}} || {{AA Icon}} || {{Weapon Fragments Icon}} || {{Elerium Icon}} || {{Meld Icon}} || {{Time Icon}} || '''Other'''
 
 
 
|- align="center"
 
| Advanced Repair
 
| Increases interceptor, SHIV, and item repair speed.
 
| 45
 
| Heavy Floater Autopsy
 
| §500
 
| 100
 
| 0
 
| 0
 
| 80
 
| 21
 
| 4x Heavy Floater Corpse
 
 
 
|-align="center"
 
| Aircraft Boosters
 
| Allows production of one-time 'boosters' for interception.
 
| 10
 
| Alien Materials
 
| §50
 
| 0
 
| 10
 
| 0
 
| 10
 
| 7
 
| -
 
 
 
|-align="center"
 
| Armored Fighters
 
| Increases all interceptor HP by 1000.
 
| 30
 
| Advanced Aerospace Concepts
 
| §400
 
| 200
 
| 0
 
| 60
 
| 70
 
| 14
 
| 30x Floater Corpse
 
 
 
|-align="center"
 
| Elerium Afterburners
 
| Increases interceptor combat time by 5 seconds.
 
| 45
 
| Alien Propulsion
 
| §200
 
| 30
 
| 0
 
| 30
 
| 0
 
| 14
 
| 2x UFO Power Source
 
 
 
|-align="center"
 
| Improved Avionics
 
| Increases interceptor aim by 10.
 
| 40
 
| Advanced Aerospace Concepts
 
| §400
 
| 10
 
| 50
 
| 0
 
| 0
 
| 14
 
| 3x UFO Flight Computer
 
 
 
|-align="center"
 
| Penetrator Weapons
 
| Increases armor penetration of air weapons by 5.
 
| 35
 
| Advanced Aerospace Concepts
 
| §300
 
| 80
 
| 45
 
| 0
 
| 0
 
| 14
 
| 3x Cyberdisc Wreck,<br /> 3x UFO Flight Computer
 
 
 
|-align="center"
 
| Phoenix Coilguns
 
| Increases the phoenix cannon's damage by 90 and armor penetration by 13.
 
| 50
 
| Advanced Aerospace Concepts
 
| §300
 
| 120
 
| 100
 
| 60
 
| 40
 
| 14
 
| 2x UFO Power Source
 
 
 
|-align="center"
 
| Stealth Satellites
 
| Decreases chance of satellites being detected by alien patrols (30% on first pass, 60% on second).
 
| 115
 
| Stealth Systems
 
| §1200
 
| 200
 
| 0
 
| 200
 
| 0
 
| 28
 
| 10x UFO Flight Computer
 
 
 
|-align="center"
 
| Supercapacitors
 
| Upgrades laser cannon damage by 10, armor penetration by 6, and increases rate of fire to 0.75.
 
| 70
 
| Advanced Pulse Lasers
 
| §800
 
| 200
 
| 100
 
| 200
 
| 100
 
| 21
 
| 6x UFO Power Source
 
  
|-align="center"
+
===UFO Analysis===
| Super Skyranger
+
*Research of each of the UFO types gives a damage boost when fighting that type again.
| Adds 2 more spaces to the roster on Alien Base and EXALT HQ raids, and 4 more on the Temple Ship Assault.
+
*Increases the amount of Alloys and Elerium salvaged from the UFO.
| 35
+
*Available once Alien Materials has been researched.
| Advanced Aerospace Concepts
 
| §200
 
| 60
 
| 0
 
| 0
 
| 0
 
| 14
 
| -
 
  
|-align="center"
+
===UFO Tracking===
| UFO Countermeasures
+
*Improved detection and tracking UFOs. Detects suborbital UFO's regardless of Satellite coverage (8% chance of an UFO detection without a Satellite versus 4%). Reveals info about UFO on anti-satellite missions.
| Increases interceptor dodge chance by +15%.
+
*Available as a Foundry project once Alien Power Systems has been researched.
| 50
+
*Aerospace research credit apply, reducing research time by 25%.
| Seeker Autopsy
 
| §350
 
| 10
 
| 40
 
| 60
 
| 0
 
| 14
 
| 4x Seeker Wrecks,<br /> 4x UFO Flight Computer
 
  
|-align="center"
+
===UFO Countermeasures===
| UFO Scanners
+
*Increased dodge (+15%)
| Add UFO HP display to the interception screen for UFO classes that have their analyses complete.
+
*Available as a Foundry project once Seeker Autopsy has been researched.
| 40
+
*Aerospace research credit apply, reducing research time by 25%.
| Advanced Aerospace Concepts
 
| §200
 
| 10
 
| 0
 
| 10
 
| 0
 
| 14
 
| 4x UFO Flight Computer
 
  
|-align="center"
+
===Armored Fighters===
| UFO Tracking
+
*Increased armor.
| Increases the chance of interceptors detecting UFOs without satellites present (mimicking patrol behavior) and always when UFOs are on satellite-hunting missions.
+
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
| 40
+
*Aerospace and Armor research credits apply, reducing research time by 25% each.
| Alien Power Systems
 
| §300
 
| 20
 
| 0
 
| 40
 
| 0
 
| 28
 
| 2x UFO Flight Computer
 
  
|-align="center"
+
===Wingtip Sparrowhawks===
| Wingtip Sparrowhawks
+
*Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.
| Grants interceptors secondary armor-piercing missiles (1/2 stringray missile damage) in addition to their primary weapons.
+
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
| 50
+
*Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.
| Advanced Aerospace Concepts
 
| §400
 
| 80
 
| 40
 
| 20
 
| 40
 
| 21
 
| -
 
  
|}
+
===Penetrator Weapons===
 +
*Increased weapon penetration.
 +
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
 +
*Aerospace research credit apply, reducing research time by 25%.
  
==Damage Calculations==
+
===Improved Avionics===
*Armor Mitigation = 0.05 * ( Target Armor - Armor Penetration)
+
*Increases aim.
**0 is the minimum Armor Mitigation and 0.95 is the maximum
+
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
*Base Damage = Weapon Damage * ( 1 - Armor Mitigation)
+
*Aerospace research credit apply, reducing research time by 25%.
*Crit Chance = ( Armor Penetration - Target Armor) / 2
 
**5% is the minimum Crit Chance and 25% is the maximum
 
*A successful Crit multiplies damage by 2
 
*total damage is then randomized to between 50% and 150% of its current value.
 
*For XCOM Aircraft:
 
**If the appropriate UFO analysis has been researched, total damage is multiplied by 1.1
 
**total damage is also multiplied by ( Pilot Kills / 100 ) + 1
 
  
Examples:
+
===Elerium Afterburners===
 +
*Increases interceptor combat time by 5 seconds. 
 +
*Available once Alien Propulsion has been researched.
 +
*Aerospace research credit apply, reducing research time by 25%.
  
* Avalanche missile (340 damage, 0 armor penetration) vs figher (armor 12): no armor is penetrated, so 12×5=60% of damage is blocked, and the avalanche has an effective damage of 136.
+
===Advanced Repair===
* Laser cannon (290 damage, 5 armor penetration) vs figher (armor 12): armor mitigation value of 12-5=8. Consequently, 8×5=40% of the damage is blocked, and the cannon has an effective damage of 174.
+
*Faster repairs.
* Stingray missile (200 damage, 10 armor penetration) vs figher (armor 12): armor mitigation value of 12-10=2. Only 10% of damage is blocked, the strinray has an effective damage of 180.
+
*Available as a Foundry project once Heavy Floater Autopsy has been researched.
 +
*Cybernetics research credit apply, reducing research time by 25%.
  
Note that in the above example while the laser cannon and stingray misiles are about equal on a per-hit basis, the laser cannon is more effective in combat due to its higher rate of fire and higher accuracy.
+
===Super Skyranger===
 +
*Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.
 +
*Available as a Foundry project once Advanced Aerospace Concepts has been researched.
 +
*Aerospace research credit apply, reducing research time by 25%.
  
==See Also==
+
==See also==
 
* [[Air Combat (Long War)|Air Combat]]
 
* [[Air Combat (Long War)|Air Combat]]
 +
* [[Foundry (Long War)#Aerospace Improvements|Aerospace Improvements]]
 
* [[UFOs (Long War)|UFOs]]
 
* [[UFOs (Long War)|UFOs]]
  

Revision as of 14:11, 14 October 2020

Wiki-facbox hangar.png
Effect Main staging ground for XCOM aircraft
Adjacency Bonus None
Prerequisites None
Other None
Build costs
Credits
|
Alien Alloys
|
Elerium
|
Meld
|
Days
Normal
§0 | 0 | 0 | 0 | 0
Quick
§0 | 0 | 0 | 0 | 0
Maintenance §0
Power 3


The Hangar provides access to the management of XCOM air forces. Possible operations:

  • Order new Interceptors. Delivery time is 3 days.
  • Distribution of your current ships by continent. There are 5 continents, each of which can have up to 6 ships. You can also transfer ships under repair, but those on rearmament cannot be moved. Transferring an aircraft from one continent to another takes 2 days.
  • Selecting a specific ship opens its menu, in which you can Re-equip and Rename it, see its performance characteristics and performance characteristics of available weapons. You can also Dismiss it through this menu. Remember that the installed weapon disappears.

Firestorms are not bought, but are built in Engineering. A new Firestorm construction will appear on the continent where your base is located, and after its construction is finished it can be transferred to another continent.

Aircraft

Interceptor - the initial "Raven" aircraft designed to shoot down alien UFO craft once spotted.

  • The game starts with four of these aircraft.
    • Procurement cost: §200 (§150 with NA bonus).
    • Maintenance cost per month: §40 (§30 with NA bonus).
  • HP = 2500 (3500 with Armored Fighters upgrade).
  • Armor = 25%.

Firestorm - superior "Demon" aircraft available to Engineering after researching Alien Propulsion.

  • Always starts on the continent with XCOM base - can then be transferred to another continent.
    • Available after researching Alien Propulsion.
    • Build cost: §750 (§525 with NA bonus), 120 Elerium, 180 Alloys, 10 Meld, 4 UFO Power Sources, 8 UFO Flight Computers.
    • Maintenance cost per month: §50 (§35 with NA bonus).
  • HP = 4000 (5000 with Armored Fighters upgrade).
  • Armor = 125%.
  • Armor Penetration = 25%.

Skyranger - a transport aircraft to insert your soldiers into the tactical, turn-based portion of the game.

  • You start the game with a single Skyranger and you may not build anymore.
  • Starting squad size: 6. May be increased to 8 through Officer Training School upgrades.
    • Covert Extraction missions: 4 soldiers plus covert operative.
    • Super Skyranger upgrade - allows additional soldiers on Alien Base Assaults (2), Exalt HQ Assault (2), and Temple Ship Assault (4).
  • Maintenance cost per month: §20 (§15 with NA bonus).

Pilots

In Long War aircraft pilots can be given randomized names and will gain experience as the war goes on. For every UFO shot down by an aircraft its pilot gains +3 aim (up to a maximum of 30) and +1% damage (no maximum).

Later on, experienced pilots can be essential when taking out difficult targets such as the Overseer.

Equipping

Avalanche Missiles and Stingray Missiles, the basic weapon systems, are in infinite supply and can be equipped on any of your fighter craft for free. They come with Avalanche Missiles already equipped. Advanced systems must be manufactured before you can equip them. It takes 7 days to change the weapons on a fighter craft; changing between the two basic missile types only takes 12 hours though. Modules do not have to be equipped.

Be aware that it is impossible to change an aircraft's weaponry outside of the Hangar menu, which includes choosing which craft you want to send on a mission; make sure your ships are equipped with the correct weapons before launching an interception!

Ship Weapons

Avalanche Missiles

A crash program and a couple of lucky experiments led to the Avalanche Missiles, an air to air weapon of unprecedented precision. It represents the pinnacle of terrestrial guided missile technology.

  • All aircraft start equipped with these missiles.
  • Slow firing, long range missiles with medium damage and no armor penetration.
  • Avalanche Missiles are free of cost and available without research or manufacturing.

Stingray Missiles

Stingray Missiles are small, fast air-to-air missiles. They have traded some explosive punch for a shaped warhead that can penetrate airborne hard targets.

  • Slow firing, long range missiles with low damage but medium armor penetration.
  • Stingray Missiles are free of cost and available without research or manufacturing.

Phoenix Cannon

Rapid fire magnetic cannon designed to shred fast moving targets.

  • Rapid firing, short range, low damage and low armor penetration.
  • Available to build after completing Alien Materials research.
  • Receives a significant upgrade after completing the Phoenix Coilguns Foundry Project.

Laser Cannon

Frame mounted Laser Cannon with integrated large-scale cooling systems that allows faster firing than battlefield lasers.

  • Medium fire rate, short range, medium damage and low armor penetration.
  • Available to build after completing Advanced Beam Weapons research.
  • Receives a significant upgrade after completing the Supercapacitors Foundry project.

Plasma Cannon

The plasma projectile's extreme heat can melt almost anything. Lack of on-board guidance and unpredictable reactions to the atmosphere causes some inaccuracy.

  • Medium fire rate, long range, high damage and high armor penetration.
  • Available to build after completing Vehicular Plasma Weapons research.
  • Requires 1 Alien Rifle.

EMP Cannon

The EMP Cannon was developed in an effort to increase the chance of recovering functional alien technology from downed UFOs. Although the alien systems will be disabled, the EMP does not inflict physical damage to these systems.

  • Rapid firing, short range, medium damage and very high armor penetration.
  • Available to build after completing EMP Weapons research.
  • Requires 1 Sectopod Wreck.

Fusion Lance

The Fusion Lance is the most powerful anti-aircraft weapon available. It should be able to take down any UFO.

  • Can only be loaded on a Firestorm.
  • Medium fire rate, long range, extreme damage and high armor penetration.
  • Available to build after completing Fusion Weapons research.
  • Requires 1 Fusion Core.

Modules

You can also build one-time use modules to use during interceptions to boost your craft's abilities:

Defense Matrix (Dodge)

  • 2 Cyberdisc Wrecks required
  • One time use when interceptors are in combat with UFOs. Boosts the evasion capabilities of the interceptor allowing your ships to predict enemy firing patterns.
  • Avoid next two hits from enemy UFO's fire.
  • Can be activated at Balanced and Defensive stance.
  • Available to Engineering after researching Cyberdisc Autopsy and finishing the Aircraft Boosters project in the Foundry.

UFO Tracking (Boost)

  • 2 Drone Wrecks required
  • One time use when interceptors are in combat with UFOs.
  • Provides a temporary boost to interceptor's speed when pursuing UFOs. This raises your engagement time with any UFO encountered granting you a higher probability of taking out UFOs.
  • Available to Engineering after researching Alien Materials and completing the Aircraft Boosters project in the Foundry.

Uplink Targeting (Aim)

  • 3 Floater Corpses required
  • One time use when interceptors are in combat with UFOs. Once this module is activated, interceptors will gain a boost to their accuracy.
  • Next two shots against enemy ship always hit.
  • Can be activated at Balanced and Aggressive stance.
  • Available to Engineering after researching Floater Autopsy and completing the Aircraft Boosters project in the Foundry.

Permanent Aircraft Boosts

There are a number of permanent boosts to defense, offense, repair time etc available as Foundry projects once the appropriate research has been done:

UFO Analysis

  • Research of each of the UFO types gives a damage boost when fighting that type again.
  • Increases the amount of Alloys and Elerium salvaged from the UFO.
  • Available once Alien Materials has been researched.

UFO Tracking

  • Improved detection and tracking UFOs. Detects suborbital UFO's regardless of Satellite coverage (8% chance of an UFO detection without a Satellite versus 4%). Reveals info about UFO on anti-satellite missions.
  • Available as a Foundry project once Alien Power Systems has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

UFO Countermeasures

  • Increased dodge (+15%)
  • Available as a Foundry project once Seeker Autopsy has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

Armored Fighters

  • Increased armor.
  • Available as a Foundry project once Advanced Aerospace Concepts has been researched.
  • Aerospace and Armor research credits apply, reducing research time by 25% each.

Wingtip Sparrowhawks

  • Adds a weaker type of Stingray Missiles to Interceptors in addition to the loaded weapon.
  • Available as a Foundry project once Advanced Aerospace Concepts has been researched.
  • Aerospace and Gauss Weaponry research credits apply, reducing research time by 25% each.

Penetrator Weapons

  • Increased weapon penetration.
  • Available as a Foundry project once Advanced Aerospace Concepts has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

Improved Avionics

  • Increases aim.
  • Available as a Foundry project once Advanced Aerospace Concepts has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

Elerium Afterburners

  • Increases interceptor combat time by 5 seconds.
  • Available once Alien Propulsion has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

Advanced Repair

  • Faster repairs.
  • Available as a Foundry project once Heavy Floater Autopsy has been researched.
  • Cybernetics research credit apply, reducing research time by 25%.

Super Skyranger

  • Adds 2 spaces to the roster on Alien Base and EXALT HQ raids, and 4 on the Temple Ship Assault.
  • Available as a Foundry project once Advanced Aerospace Concepts has been researched.
  • Aerospace research credit apply, reducing research time by 25%.

See also

Vigilo Confido black.png Long War: XCOM Facilities 
Static Facilities
Facilities background Long War.jpg
Overview
Mission Control (EU2012).png
Mission Control
Research (EU2012).png
Research
Engineering (EU2012).png
Engineering
Barracks (EU2012).png
Barracks
Hangar (EU2012).png
Hangar
Situation Room (EU2012).png
Situation Room
Constructible Facilities
Access Lift (EU2012).png
Access Lift
Alien Containment (EU2012).png
Alien Containment
Elerium Generator (EU2012).png
Elerium Generator
Foundry (EU2012).png
Foundry
Power Generator (EU2012).png
Fission Generator
Genetics Lab (EU2012).png
Genetics Lab
Gollop Chamber (EU2012).png
Gollop Chamber
Hyperwave Relay (EU2012).png
Hyperwave Relay
Laboratory (EU2012).png
Laboratory
Officer Training School (EU2012).png
Officer Training School
Psionic Lab (EU2012).png
Psionic Lab
Cybernetics Lab (EU2012).png
Repair Bay
Satellite Nexus (EU2012).png
Satellite Nexus
Satellite Uplink (EU2012).png
Satellite Uplink
Thermal Power Generator (EU2012).png
Thermo Generator
Workshop (EU2012).png
Workshop